Gary Con IX AS&SH Event Summary

Based on the growing number of AS&SH events at Gary Con IX, we thought it might be helpful to create a quick reference guide for folks. If you have an addition, please post the details in the Gary Con IX (2017) thread and we'll update this list. Thanks to everyone who's running games and to everyone who signs up for them! Should be a great time this year. March can't get here soon enough!

Thursday8AM-12PM - Citadel of Fire 1: Tower Assault (WSmith)8AM-12PM - The Long Walk Gets Longer (Eric Petersen)12PM-4PM - Ghost Ship of the Desert Dunes (Handy Haversack)12PM-4PM - A Night at the Ptarmigan (mabon5127)12PM-4PM - Trouble in Vikland Part 1 (francisca)2PM-6PM - Black Briars and a Dead Rabbit (Eric Petersen)2PM-6PM - Crash at Corpse Creek (chainsaw)6PM-10PM - That Which is Old is New Again (mabon5127)8PM-1AM - The Sea-Wolf's Daughter (Ghul)

Friday8AM-12PM - Citadel of Fire 2: Dungeon Infiltration (WSmith)12PM-4PM - A Night at the Ptarmigan (mabon5127)12PM-4PM - Trouble in Vikland Part 2 (francisca)2PM-6PM - Crash at Corpse Creek (chainsaw)4PM-8PM - Too Long in the Midnight Sea (lige)6PM-10PM - That Which is Old is New Again (mabon5127)8PM-1AM - Beneath the Comet (Ghul)

Saturday8AM-12PM - The Storm King is Not Happy (Eric Petersen)10AM-2PM - The Strange Tale of Crystal Point (chainsaw)12PM-4PM - Late Night at the Electrum Serpent (francisca)2PM-6PM - Too Long in the Midnight Sea (lige)8PM-1AM - The Anthropophagi of Xamboola (Ghul)8PM-1AM - Foolsgrave (chainsaw)

Sunday12PM-4PM - The Meal of Oshregaal (Handy Haversack)

Event DescriptionsThe Anthropophagi of Xamboola (Ghul, Sat 8PM-1AM). Visitors to the desert-city of Xamboola beware! Demoniacal cachinnations and dull totemic drumbeats sound nocturnal from the outskirts of the city. Vile shrieks echo the nightmarish noises, making even those of heroic aspect shudder in repulsion. Residents do not tarry at sundown, locking themselves in their homes—for something sinister lingers in the black of night. Whisperings and warnings intimate that guests residing at the inn of Aramis D’Athak often disappear at night, never to be seen or heard of again. Where they disappear is not known, nor do the people of Xamboola speak of the hellish noises that darken their oasis city in the gloom of night.

Beneath the Comet (Ghul, Fri 8PM-1AM). For weeks the Comet has blazed in the sky above Hyperborea, inspiring widespread superstitious dread and fear of some star-borne contagion. Under the light of this harbinger from the Black Gulf, the PCs have come to Bogrest, following a magical treasure map that reveals great wealth buried in the Lonely Heath north of the village. Finding that treasure will be no simple matter, however, for Hyperborea is a weirder and deadlier place than ever beneath the Comet.

Blackbriars and a Dead Rabbit (Eric Petersen, Thurs 2PM-6PM). You've been working as guards for a merchant for a few months now, nothing exciting. It was easy work, until suddenly, it wasn't. Now you're lost among some seriously unfriendly folk, with nothing but what is at hand in the two remaining wagons, and a fight for survival begins.

Citadel of Fire 1: Tower Assault (WSmith, Thurs 8AM-12PM). Several of your fellow villagers have been kidnapped and taken into the dungeons below the sinister tower which has been ruled by generations of evil sorcerers. In this first part of a two part scenario, you and some of the stronger, more experienced guardians of your hommlet must infiltrate the tower swarming with the evil wizard’s more powerful minions and apprentices. You must cause enough of a distraction to give the less powerful militia a better chance of survival when they charge the tunnels below to rescue their kin from death or worse. Actions in this this session will impact the second session. Pre-generated characters from 4th-6th level will be provided. Based on Judges Guild #63.

Citadel of Fire 2: Dungeon Infiltration (WSmith, Fri 8AM-12PM). Several of your fellow villagers have been kidnapped and taken into the dungeons below the sinister tower which has been ruled by generations of evil sorcerers. In this second part of a two part scenario, you and other inexperienced village militia, must infiltrate the dungeon levels of the Citadel to rescue family and friends. Hopefully, your battle-worn allies succeeded in softening the wizard’s more powerful adversaries in the tower above. Actions from the first session will impact this session. Pre-generated 1st level characters will be provided. Based on Judges Guild #63.﻿

Crash at Corpse Creek (chainsaw, Thurs/Fri 2PM-6PM). A strange object has fallen from the stars, crashing into the cold, haunted swamp of Corpse Creek. Several curious trappers from a nearby camp went to investigate, but none have returned. The remainder have hired your group to explore the site and find their friends, but they warn you that Corpse Creek teems with the living dead and that its giant bugs have awakened early from their winter freeze, including some strange varieties never seen before in Hyperborea. A site-based adventure for 4-6 player characters of levels 3-5.

Foolsgrave (chainsaw, Sat 8PM-1AM). Khromarium's mysterious spiraling towers of black gneiss predate the city itself, an ever-present reminder of how weird and alien things once ruled Hyperborea. During the Festival of Plutonia, a sombre commemoration of death, darkness and the all-consuming void, one such tower's impenetrable doors slowly creaked open, admitting anyone brave enough to descend into its depths. Many have entered, but few have returned - some with wealth overflowing, others simply mad, drooling and babbling. Locals now refer to the labyrinth as Foolsgrave. A megadungeon crawl for 4-6 player characters of levels 3-5.

Ghost Ship of the Desert Dunes: Beneath the Sand (Handy Haversack, Thurs 12PM-4PM). In the depths of Diamond Desert, skeletal remains of the legendary Viking longship Ymir’s Serpent are stranded on the dunes. Beneath the haunted ship, an ancient diamond mine stirs with sinister activity. Your band of cutthroats, warriors, and fanatics, hired by the mysterious wizard Vul Kovtu, has crossed the desert in search of legendary green diamonds, and now the prize awaits you, if you dare claim it. For legends of madness and power surround the green diamonds, and Vul Kovtu keeps his own counsel even as he sends you into danger. Ghost Ship of the Desert Dunes is an adventure by Jeffrey P. Talanian for AS&SH for characters level 2-4. In this session, players will delve into the culmination of the adventure beneath the Diamond Desert. No experience with AS&SH is necessary, and pregenerated characters will be provided.

Late Night at the Electrum Serpent (francisca, Sat 12PM-4PM). In the years after the disappearance of Fafhrd and Grey Mouser, Lankhmar became an even tougher place to eek out an existence. For weeks, an intangible, ominous threat has hung over the city, after rumours that the Guildmaster of the Thieves' Guild was assassinated. Sell swords, city guards, alley bashers, and cut purses have all assembled in the Electrum Serpent to hear tell of what is going on.

The Long Walk Gets Longer (Eric Petersen, Thurs 8AM-12PM. These Vikings have been hiking home for a long time, and a folk that prefer to sail get a tad grumpy when having to do things the hard way.

The Meal of Oshregaal (Handy Haversack, Sun 12PM-4PM). Most have heard of Oshregaal, the chaos sorcerer who created the armies of tusk people that threaten the land. He lives underground, his opulent mansion set in the wall of a great cavern. But few possess an invitation to dine in his lair, an invitation scribed on a sheet of living blood, an invitation that has launched you on a secret mission to sorcerer's lair under the war-torn land. Be calm, stay cool, and come hungry. Those blood homunculi aren't going to eat themselves! Unless . . . Players will sit down for The Meal of Oshregaal, by Arnold K. of Goblin Punch and level one characters will be provided.

A Night at the Ptarmigan (mabon, Thurs/Fri 12PM-4PM). Your band of aging treasure hunters has gathered at their favorite inn to reminisce about their closest calls, greatest triumphs, and most thrilling adventures.

The Sea-Wolf's Daughter (Ghul, Thurs 8PM-1AM). The player characters dine in the hall of a petty kinglet known as Björn Blackbeard. He has abducted Gunnhildr, the daughter of Ragnarr “The Sea-Wolf” (a Viking chieftain), and he intends to marry her. The young woman is somewhere in Blackbeard’s stronghold in Brigand’s Bay. She must be rescued. Meantime, some 40 bloodthirsty Vikings -- including Ragnarr himself -- lie in wait, hidden in a nearby gulch.

The Storm King is Not Happy (Eric Petersen, Sat 8AM-12PM). Vikings raid, and then return home, mostly. Some, however, are lost in a very unfriendly land, beset by what can only be the tolls and elves of legend, can the Broken Sword be found, and the tides turned?

The Strange Tale of Crystal Point (chainsaw, Sat 10AM-2PM). In the far reaches of Hyperborea's Crab Archipelago, lies a small, mountainous island known as Crystal Point. Passing sailors have recently seen a crimson glow in Crystal Point's waters, beams of reddish-brown light shining up from its steep cliffs and frequent lightning storms overhead. One famous sage believes Crystal Point may hold the ruins of a lost Atlantean colony - and its secrets! Eager for adventure and treasure, you agreed to explore the island and, after a long journey, have finally set foot on its rocky beach. A site-based adventure for 4-6 player characters of levels 7-9.

That Which is Old is New Again (mabon, Thurs/Fri 6PM-10PM). Below Khromarium a very few of the ancient Hyperborean race gather to remember their greatness and do more than yearn for a return to better days. Bloody rituals have been exacted and Xathoqqua himself has assigned the necessary tasks to bring about lost glory. Your band of powerful sorcerers and swordsmen must rise to the challenges, complete the labors assigned, and return the ancient peoples to their proper place as rulers of Icy Hyperborea.

Too Long in the Midnight Sea (lige, Fri 4PM-8PM, Sat 2PM-6PM). Your party has sailed to a tiny island near the Rapids at the End of the World seeking knowledge from a sage. You arrived to find him murdered and the island rocked by earthquakes. The island contains a mining colony and an eccentric mansion atop its highest point. Can you recover your information? Who killed the sage? Will the island crumble into the sea before your ship returns?

Trouble in Vikland Part 1 (francisca, Thurs 12PM-4PM). Trouble has been brewing in Vikland. Frost Giants who have not trouble men in ages have been raiding villages, bringing with them Trolls and strange heretofore unknown creatures. Messengers have been sent far and wide for mighty warriors to investigate and end these incursions, you and the others have come forth to seek glory and fame, and to end this sinister threat.

Trouble in Vikland Part 2 (francisca, Fri 12PM-4PM). After the initial expedition, it was found the Trouble in Vikland was much stranger and horrific than anticipated. Now is the time to strike, to end the threat to man, before it is too late. This is a continuation of Part 1 of this adventure, played on Thursday, but playing in the previous adventure is not required.

Blackadder23: Insanely long villain soliloquy, then "Your action?"BORGO'S PLAYER: I shoot him in the face